Merge branch 'master' into explosiveInteraction

This commit is contained in:
Garth L-H de Wet 2015-04-02 21:30:08 +02:00
commit 1e8a8e79fe
23 changed files with 518 additions and 269 deletions

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@ -1,6 +1,10 @@
class Extended_PreInit_EventHandlers { class Extended_PreInit_EventHandlers {
class ADDON { class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit)); init = QUOTE(call COMPILE_FILE(XEH_preInit));
}; };
}; };
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE( call COMPILE_FILE(XEH_clientInit) );
};
};

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@ -4,23 +4,23 @@
class ACE_MainActions { \ class ACE_MainActions { \
class GVAR(AttachVehicle) { \ class GVAR(AttachVehicle) { \
displayName = "$STR_ACE_Attach_AttachDetach"; \ displayName = "$STR_ACE_Attach_AttachDetach"; \
condition = QUOTE(([ARR_3(_player, _target, '')] call FUNC(canAttach))); \ condition = QUOTE(_this call FUNC(canAttach)); \
statement = QUOTE( [ARR_2(_player, _target)] call FUNC(openAttachUI);); \ insertChildren = QUOTE(_this call FUNC(getChildrenAttachActions)); \
exceptions[] = {"isNotDragging"}; \ exceptions[] = {}; \
showDisabled = 0; \ showDisabled = 0; \
priority = 0; \ priority = 0; \
icon = PATHTOF(UI\attach_ca.paa); \ icon = PATHTOF(UI\attach_ca.paa); \
distance = 4; \ distance = 4.5; \
}; \ }; \
class GVAR(DetachVehicle) { \ class GVAR(DetachVehicle) { \
displayName = "$STR_ACE_Attach_Detach"; \ displayName = "$STR_ACE_Attach_Detach"; \
condition = QUOTE(([ARR_2(_player, _target)] call FUNC(canDetach))); \ condition = QUOTE(_this call FUNC(canDetach)); \
statement = QUOTE( [ARR_2(_player, _target)] call FUNC(detach) ); \ statement = QUOTE(_this call FUNC(detach) ); \
exceptions[] = {"isNotDragging"}; \ exceptions[] = {}; \
showDisabled = 0; \ showDisabled = 0; \
priority = 0; \ priority = 0.1; \
icon = PATHTOF(UI\detach_ca.paa); \ icon = PATHTOF(UI\detach_ca.paa); \
distance = 4; \ distance = 4.5; \
}; \ }; \
}; \ }; \
}; };
@ -55,18 +55,18 @@ class CfgVehicles {
class ACE_Equipment { class ACE_Equipment {
class GVAR(Attach) { class GVAR(Attach) {
displayName = "$STR_ACE_Attach_AttachDetach"; displayName = "$STR_ACE_Attach_AttachDetach";
condition = QUOTE(([ARR_3(_player, _player, '')] call FUNC(canAttach))); condition = QUOTE(_this call FUNC(canAttach));
statement = QUOTE( [ARR_2(_player, _player)] call FUNC(openAttachUI); ); insertChildren = QUOTE(_this call FUNC(getChildrenAttachActions));
exceptions[] = {"isNotDragging"}; exceptions[] = {"isNotDragging"};
showDisabled = 0; showDisabled = 0;
priority = 5; priority = 5;
icon = PATHTOF(UI\attach_ca.paa); icon = PATHTOF(UI\attach_ca.paa);
hotkey = "T"; // hotkey = "T";
}; };
class GVAR(Detach) { class GVAR(Detach) {
displayName = "$STR_ACE_Attach_Detach"; displayName = "$STR_ACE_Attach_Detach";
condition = QUOTE(([ARR_2(_player, _player)] call FUNC(canDetach))); condition = QUOTE(_this call FUNC(canDetach));
statement = QUOTE( [ARR_2(_player, _player)] call FUNC(detach) ); statement = QUOTE(_this call FUNC(detach));
exceptions[] = {"isNotDragging"}; exceptions[] = {"isNotDragging"};
showDisabled = 0; showDisabled = 0;
priority = 5; priority = 5;

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@ -0,0 +1,6 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};
//If attach placing, stop when opening menu:
["interactMenuOpened", {GVAR(placeAction) = 0;}] call EFUNC(common,addEventHandler);

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@ -6,8 +6,7 @@ PREP(attach);
PREP(canAttach); PREP(canAttach);
PREP(canDetach); PREP(canDetach);
PREP(detach); PREP(detach);
PREP(openAttachUI); PREP(getChildrenAttachActions);
PREP(placeApprove); PREP(placeApprove);
PREP(placeCancel);
ADDON = true; ADDON = true;

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@ -1,53 +1,54 @@
/* /*
* Author: eRazeri and esteldunedain * Author: eRazeri, esteldunedain, PabstMirror
* Attach an item to the unit * Attach an item to the unit
* *
* Arguments: * Arguments:
* 0: unit doing the attach (player) <OBJECT> * 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: vehicle that it will be attached to (player or vehicle) <OBJECT> * 1: unit doing the attach (player) <OBJECT>
* 2: Name of the attachable item <STRING> * 2: Array containing a string of the attachable item <ARRAY>
* *
* Return Value: * Return Value:
* Nothing * Nothing
* *
* Example: * Example:
* Nothing * [bob, bob, ["light"]] call ace_attach_fnc_attach;
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_unit,_attachToVehicle,_itemName); private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID"];
PARAMS_3(_attachToVehicle,_unit,_args);
_itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam;
//Sanity Check (_unit has item in inventory, not over attach limit) //Sanity Check (_unit has item in inventory, not over attach limit)
if !([_unit, _attachToVehicle, _itemName] call FUNC(canAttach)) exitWith {ERROR("Tried to attach, but check failed");}; if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition"];
_itemVehClass = ""; _itemVehClass = "";
_onAtachText = ""; _onAtachText = "";
_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"]; _selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
switch (true) do { switch (true) do {
case (_itemName == "ACE_IR_Strobe_Item"): { case (_itemClassname == "ACE_IR_Strobe_Item"): {
_itemVehClass = "ACE_IR_Strobe_Effect"; _itemVehClass = "ACE_IR_Strobe_Effect";
_onAtachText = localize "STR_ACE_Attach_IrStrobe_Attached"; _onAtachText = localize "STR_ACE_Attach_IrStrobe_Attached";
//_selfAttachPosition = [_unit, [0, -0.11, 0.16], "pilot"]; //makes it attach to the head a bit better, shoulder is not good for visibility - eRazeri //_selfAttachPosition = [_unit, [0, -0.11, 0.16], "pilot"]; //makes it attach to the head a bit better, shoulder is not good for visibility - eRazeri
}; };
case (_itemName == "B_IR_Grenade"): { case (_itemClassname == "B_IR_Grenade"): {
_itemVehClass = "B_IRStrobe"; _itemVehClass = "B_IRStrobe";
_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached"; _onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
}; };
case (_itemName == "O_IR_Grenade"): { case (_itemClassname == "O_IR_Grenade"): {
_itemVehClass = "O_IRStrobe"; _itemVehClass = "O_IRStrobe";
_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached"; _onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
}; };
case (_itemName == "I_IR_Grenade"): { case (_itemClassname == "I_IR_Grenade"): {
_itemVehClass = "I_IRStrobe"; _itemVehClass = "I_IRStrobe";
_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached"; _onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
}; };
case (toLower _itemName in ["chemlight_blue", "chemlight_green", "chemlight_red", "chemlight_yellow"]): { case (toLower _itemClassname in ["chemlight_blue", "chemlight_green", "chemlight_red", "chemlight_yellow"]): {
_itemVehClass = _itemName; _itemVehClass = _itemClassname;
_onAtachText = localize "STR_ACE_Attach_Chemlight_Attached"; _onAtachText = localize "STR_ACE_Attach_Chemlight_Attached";
}; };
}; };
@ -55,36 +56,50 @@ switch (true) do {
if (_itemVehClass == "") exitWith {ERROR("no _itemVehClass for Item");}; if (_itemVehClass == "") exitWith {ERROR("no _itemVehClass for Item");};
if (_unit == _attachToVehicle) then { //Self Attachment if (_unit == _attachToVehicle) then { //Self Attachment
_unit removeItem _itemName; // Remove item _unit removeItem _itemClassname; // Remove item
_attachedItem = _itemVehClass createVehicle [0,0,0]; _attachedItem = _itemVehClass createVehicle [0,0,0];
_attachedItem attachTo _selfAttachPosition; _attachedItem attachTo _selfAttachPosition;
[_onAtachText] call EFUNC(common,displayTextStructured); [_onAtachText] call EFUNC(common,displayTextStructured);
_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true]; _attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemName], true]; _attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
} else { } else {
GVAR(setupObject) = _itemVehClass createVehicleLocal [0,0,-10000]; GVAR(placeAction) = -1;
GVAR(setupObject) enableSimulationGlobal false;
GVAR(SetupPlacmentText) = _onAtachText; _tempObject = _itemVehClass createVehicleLocal [0,0,-10000];
GVAR(SetupPlacmentItem) = _itemName; _tempObject enableSimulationGlobal false;
GVAR(SetupAttachVehicle) = _attachToVehicle;
GVAR(placer) = _unit;
[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus); [_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
[QGVAR(PlacementEachFrame),"OnEachFrame", { //MenuBack isn't working for now (localize "STR_ACE_Attach_CancelAction")
private "_player"; [{[localize "STR_ACE_Attach_PlaceAction", ""] call EFUNC(interaction,showMouseHint)}, [], 0, 0] call EFUNC(common,waitAndExecute);
_player = ACE_player; _unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = 1;}] call EFUNC(common,AddActionEventHandler)];
//Stop if player switch or player gets to far from vehicle // _unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {true}, {GVAR(placeAction) = 0;}] call EFUNC(common,AddActionEventHandler)];
if (GVAR(placer) != _player || {_player distance GVAR(SetupAttachVehicle) > 7}) exitWith {
call FUNC(placeCancel);
};
GVAR(pfeh_running) = true;
_pos = (ASLtoATL eyePos _player) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]);
GVAR(setupObject) setPosATL _pos;
}] call BIS_fnc_addStackedEventHandler; // @todo replace with CBA PFH
//had to delay the mouseHint, not sure why _actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize "STR_ACE_Attach_CancelAction"], {GVAR(placeAction) = 0}];
[{[localize "STR_ACE_Attach_PlaceAction", localize "STR_ACE_Attach_CancelAction"] call EFUNC(interaction,showMouseHint)}, [], 0, 0] call EFUNC(common,waitAndExecute);
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {GVAR(pfeh_running) && {!isNull (GVAR(setupObject))}}, {call FUNC(placeApprove);}] call EFUNC(common,AddActionEventHandler)]; [{
_unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {GVAR(pfeh_running) && {!isNull (GVAR(setupObject))}}, {call FUNC(placeCancel);}] call EFUNC(common,AddActionEventHandler)]; PARAMS_2(_args,_pfID);
EXPLODE_7_PVT(_args,_unit,_attachToVehicle,_itemClassname,_itemVehClass,_tempObject,_onAtachText,_actionID);
if ((GVAR(placeAction) != -1) ||
{_unit != ACE_player} ||
{!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} ||
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_pfID] call CBA_fnc_removePerFrameHandler;
[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
[] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
//[_unit, "MenuBack", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID;
if (GVAR(placeAction) == 1) then {
_startingPosition = _tempObject modelToWorld [0,0,0];
[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _startingPosition] call FUNC(placeApprove);
};
deleteVehicle _tempObject;
} else {
_tempObject setPosATL ((ASLtoATL eyePos _unit) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]));;
};
}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _tempObject, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
}; };

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@ -3,25 +3,28 @@
* Check if a unit can attach a specific item. * Check if a unit can attach a specific item.
* *
* Arguments: * Arguments:
* 0: unit doing the attach (player) <OBJECT> * 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: vehicle that it will be attached to (player or vehicle) <OBJECT> * 1: unit doing the attach (player) <OBJECT>
* 2: Name of the attachable item <STRING> * 2: Array empty or containing a string of the attachable item <ARRAY>
* *
* Return Value: * Return Value:
* Boolean <BOOL> * Can Attach <BOOL>
* *
* Example: * Example:
* Nothing * [bob, bob, ["light"]] call ace_attach_fnc_canAttach;
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_3(_unit,_attachToVehicle,_item); PARAMS_3(_attachToVehicle,_player,_args);
private ["_attachLimit", "_attachedObjects"]; private ["_itemName", "_attachLimit", "_attachedObjects"];
_attachLimit = [10, 1] select (_unit == _attachToVehicle); _itemName = [_args, 0, ""] call CBA_fnc_defaultParam;
_attachLimit = [6, 1] select (_player == _attachToVehicle);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []]; _attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
canStand _unit && {alive _attachToVehicle} && {count _attachedObjects < _attachLimit} && {_item in (itemsWithMagazines _unit + [""])} _playerPos = (ACE_player modelToWorld (ACE_player selectionPosition "pilot"));
(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemName in ((itemsWithMagazines _player) + [""])};

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@ -3,20 +3,20 @@
* Check if a unit has an item attached and if it can remove that item. * Check if a unit has an item attached and if it can remove that item.
* *
* Arguments: * Arguments:
* 0: unit doing the detaching (player) <STRING> * 0: vehicle that it will be detached from (player or vehicle) <OBJECT>
* 1: vehicle that it will be detached from (player or vehicle) <OBJECT> * 1: unit doing the detaching (player) <OBJECT>
* *
* Return Value: * Return Value:
* Boolean <BOOL> * Can Detach <BOOL>
* *
* Example: * Example:
* Nothing * [bob, bob] call ace_attach_fnc_canDetach;
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_attachToVehicle); PARAMS_2(_attachToVehicle,_unit);
private ["_attachedObjects", "_inRange"]; private ["_attachedObjects", "_inRange"];

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@ -3,20 +3,20 @@
* Detach an item from a unit * Detach an item from a unit
* *
* Arguments: * Arguments:
* 0: unit doing the attaching (player) <STRING> * 0: vehicle that it will be detached from (player or vehicle) <OBJECT>
* 1: vehicle that it will be detached from (player or vehicle) <OBJECT> * 1: unit doing the detaching (player) <OBJECT>
* *
* Return Value: * Return Value:
* Nothing * Nothing
* *
* Example: * Example:
* Nothing * [car, bob] call ace_attach_fnc_detach
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
PARAMS_2(_unit,_attachToVehicle); PARAMS_2(_attachToVehicle,_unit);
private ["_attachedObjects", "_attachedItems"]; private ["_attachedObjects", "_attachedItems"];

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@ -0,0 +1,51 @@
/*
* Author: Garth de Wet (LH), PabstMirror
* Show the ammo counts for a static weapon.
* Called from "insertChildren" on interact_menu
*
* Argument:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
*
* Return value:
* ChildActiosn<ARRAY>
*
* Example:
* [player, player] call ace_attach_fnc_getChildrenAttachActions
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_target,_player);
_listed = [];
_actions = [];
{
if !(_x in _listed) then {
_listed pushBack _x;
_item = ConfigFile >> "CfgMagazines" >> _x;
if (getNumber (_item >> "ACE_Attachable") == 1) then {
_displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {_this call FUNC(attach)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target];
};
};
} forEach (magazines _player);
{
if !(_x in _listed) then {
_listed pushBack _x;
_item = ConfigFile >> "CfgWeapons" >> _x;
if (getNumber (_item >> "ACE_Attachable") == 1) then {
_displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {_this call FUNC(attach)}, {_this call FUNC(canAttach)}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target];
};
};
} forEach (items _player);
_actions

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@ -1,66 +0,0 @@
/*
* Author: Garth de Wet (LH)
* Opens the UI for attaching objects.
*
* Arguments:
* 0: unit <STRING>
* 1: target <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
private ["_actions", "_attachables", "_item"];
PARAMS_2(_unit,_target);
GVAR(attachTarget) = _target;
_listed = [];
_attachables = magazines _unit;
_actions = [localize "STR_ACE_Attach_AttachDetach", localize "STR_ACE_Attach_Attach"] call EFUNC(interaction,prepareSelectMenu);
{
if !(_x in _listed) then {
_item = ConfigFile >> "CfgMagazines" >> _x;
if (getNumber (_item >> "ACE_Attachable") == 1) then {
_actions = [
_actions,
getText(_item >> "displayName"),
getText(_item >> "picture"),
_x
] call EFUNC(interaction,addSelectableItem);
};
_listed pushBack _x;
};
} forEach _attachables;
_attachables = items _unit;
{
if !(_x in _listed) then {
_item = ConfigFile >> "CfgWeapons" >> _x;
if (getNumber (_item >> "ACE_Attachable") == 1) then {
_actions = [
_actions,
getText(_item >> "displayName"),
getText(_item >> "picture"),
_x
] call EFUNC(interaction,addSelectableItem);
};
_listed pushBack _x;
};
} forEach _attachables;
[
_actions,
{
[ACE_player, GVAR(attachTarget), _this] call FUNC(attach);
call EFUNC(interaction,hideMenu);
},
{
call EFUNC(interaction,hideMenu);
}
] call EFUNC(interaction,openSelectMenu);

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@ -1,69 +1,55 @@
/* /*
* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH)) * Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
* Approves placement of the lightObject, scans for an appropriate location and attaches * Approves placement of the lightObject, scans for an appropriate location and attaches
* A player can release the attachObject with it floating in mid-air.
* This will use lineIntersectsWith to scan towards the center of the vehicle to find a collision
* ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
* So it does multiple scans at slighly different angles
* This is VERY computationaly intensive, but doesn't happen that often.
* *
* Arguments: * Arguments:
* Nothing * 0: Unit (player) <OBJECT>
* 1: attachToVehicle <OBJECT>
* 2: Item Classname (cfgWeapon/cfgMagazine) <STRING>
* 3: Light Vehicle Classname <STRING>
* 4: On Attach Text <STRING>
* 5: Starting Pos of dummy item <ARRAY>
* *
* Return Value: * Return Value:
* Nothing * Nothing
* *
* Example: * Example:
* Nothing * No
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_setupObject", "_setupClassname", "_itemClassname", "_placementText", "_attachToVehicle", "_placer", "_startingPosition", "_startingOffset", "_distanceFromCenter", "_closeInUnitVector", "_keepGoingCloser", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"]; private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_setupObject", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
PARAMS_6(_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
if (GVAR(pfeh_running)) then {
[QGVAR(PlacementEachFrame),"OnEachFrame"] call BIS_fnc_removeStackedEventHandler;
GVAR(pfeh_running) = false;
};
_setupObject = GVAR(setupObject);
_setupClassname = typeOf _setupObject;
_itemClassname = GVAR(SetupPlacmentItem);
_placementText = GVAR(SetupPlacmentText);
_attachToVehicle = GVAR(SetupAttachVehicle);
_placer = GVAR(placer);
GVAR(SetupPlacmentItem) = "";
GVAR(SetupPlacmentText) = "";
GVAR(setupObject) = objNull;
GVAR(SetupAttachVehicle) = objNull;
GVAR(placer) = objNull;
[_placer, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
[_placer, "DefaultAction", _placer getVariable [QGVAR(placeActionEH), -1]] call EFUNC(common,removeActionEventHandler);
[_placer, "MenuBack", _placer getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler);
call EFUNC(interaction,hideMouseHint);
//A player can release the attachObject with it floating in mid-air.
//This will use lineIntersectsWith to scan towards the center of the vehicle to find a collision
//ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
//So it does multiple scans at slighly different angles
//This is VERY computationaly intensive, but doesn't happen that often.
_startingPosition = _setupObject modelToWorld [0,0,0];
_startingOffset = _attachToVehicle worldToModel _startingPosition; _startingOffset = _attachToVehicle worldToModel _startingPosition;
_distanceFromCenter = vectorMagnitude _startingOffset; _startDistanceFromCenter = vectorMagnitude _startingOffset;
_closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]); _closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
_keepGoingCloser = true;
_closeInDistance = 0;
while {_keepGoingCloser} do { _closeInMax = _startDistanceFromCenter;
if (_closeInDistance >= _distanceFromCenter) exitWith {}; _closeInMin = 0;
_closeInDistance = _closeInDistance + 0.01; //10mm each step //Delete Local Placement Object
deleteVehicle _setupObject;
while {(_closeInMax - _closeInMin) > 0.01} do {
_closeInDistance = (_closeInMax + _closeInMin) / 2;
// systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter];
_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance); _endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
_endPosTestOffset set [2, (_startingOffset select 2)]; _endPosTestOffset set [2, (_startingOffset select 2)];
_endPosTest = _attachToVehicle modelToWorld _endPosTestOffset; _endPosTest = _attachToVehicle modelToWorld _endPosTestOffset;
_doesIntersect = false;
{ {
if (_doesIntersect) exitWith {};
_startingPosShifted = _startingPosition vectorAdd _x; _startingPosShifted = _startingPosition vectorAdd _x;
_startASL = if (surfaceIsWater _startingPosShifted) then {_startingPosShifted} else {ATLtoASL _startingPosShifted}; _startASL = if (surfaceIsWater _startingPosShifted) then {_startingPosShifted} else {ATLtoASL _startingPosShifted};
{ {
@ -71,33 +57,37 @@ while {_keepGoingCloser} do {
_endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted}; _endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted};
//Uncomment to see the lazor show, and see how the scanning works: //Uncomment to see the lazor show, and see how the scanning works:
drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]]; // drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
if (_attachToVehicle in lineIntersectsWith [_startASL, _endASL, _unit]) exitWith {_doesIntersect = true};
if (_attachToVehicle in lineIntersectsWith [_startASL, _endASL, _placer, _setupObject]) exitWith {_keepGoingCloser = false};
} forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]]; } forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]];
} forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]]; } forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];
if (_doesIntersect) then {
_closeInMax = _closeInDistance;
} else {
_closeInMin = _closeInDistance;
};
}; };
//Delete Local Placement Object _closeInDistance = (_closeInMax + _closeInMin) / 2;
deleteVehicle _setupObject;
//Checks //Checks (too close to center or can't attach)
if ((_closeInDistance >= _distanceFromCenter) || (!([_placer,_attachToVehicle,_itemClassname] call FUNC(canAttach)))) exitWith { if (((_startDistanceFromCenter - _closeInDistance) < 0.1) || {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) exitWith {
TRACE_2("no valid spot found",_closeInDistance,_distanceFromCenter); TRACE_2("no valid spot found",_closeInDistance,_startDistanceFromCenter);
[localize "STR_ACE_Attach_Failed"] call EFUNC(common,displayTextStructured); [localize "STR_ACE_Attach_Failed"] call EFUNC(common,displayTextStructured);
}; };
//Move it out slightly, for visability sake (better to look a little funny than be embedded//sunk in the hull) //Move it out slightly, for visability sake (better to look a little funny than be embedded//sunk in the hull and be useless)
_closeInDistance = (_closeInDistance - 0.0085); _closeInDistance = (_closeInDistance - 0.0085);
//Create New 'real' Object //Create New 'real' Object
_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance); _endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
_endPosTestOffset set [2, (_startingOffset select 2)]; _endPosTestOffset set [2, (_startingOffset select 2)];
_attachedObject = _setupClassname createVehicle (getPos _placer); _attachedObject = _itemVehClass createVehicle (getPos _unit);
_attachedObject attachTo [_attachToVehicle, _endPosTestOffset]; _attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
//Remove Item from inventory //Remove Item from inventory
_placer removeItem _itemClassname; _unit removeItem _itemClassname;
//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames //Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []]; _currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
@ -107,4 +97,4 @@ _currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
_currentItemNames pushBack _itemClassname; _currentItemNames pushBack _itemClassname;
_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true]; _attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
[_placementText] call EFUNC(common,displayTextStructured); [_onAtachText] call EFUNC(common,displayTextStructured);

View File

@ -1,35 +0,0 @@
/*
* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
* Cancels placement of the lightObject
*
* Arguments:
* Nothing
*
* Return Value:
* Nothing
*
* Example:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
if (GVAR(pfeh_running)) then {
[QGVAR(PlacementEachFrame),"OnEachFrame"] call BIS_fnc_removeStackedEventHandler;
GVAR(pfeh_running) = false;
};
if (!isNull (GVAR(setupObject))) then {
deleteVehicle GVAR(setupObject);
};
[GVAR(placer), QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
call EFUNC(interaction,hideMouseHint);
[GVAR(placer), "DefaultAction", GVAR(placer) getVariable [QGVAR(placeActionEH), -1]] call EFUNC(common,removeActionEventHandler);
[GVAR(placer), "MenuBack", GVAR(placer) getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler);
GVAR(placer) = objNull;
GVAR(SetupPlacmentItem) = "";
GVAR(SetupPlacmentText) = "";
GVAR(setupObject) = objNull;
GVAR(SetupAttachVehicle) = objNull;

View File

@ -156,7 +156,7 @@ GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
}; };
// "playerTurretChanged" event // "playerTurretChanged" event
[ACE_player] call FUNC(getTurretIndex); _newPlayerTurret = [ACE_player] call FUNC(getTurretIndex);
if !(_newPlayerTurret isEqualTo GVAR(OldPlayerTurret)) then { if !(_newPlayerTurret isEqualTo GVAR(OldPlayerTurret)) then {
// Raise ACE event locally // Raise ACE event locally
GVAR(OldPlayerTurret) = _newPlayerTurret; GVAR(OldPlayerTurret) = _newPlayerTurret;
@ -179,4 +179,11 @@ GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
["displayTextPicture", FUNC(displayTextPicture)] call FUNC(addEventhandler); ["displayTextPicture", FUNC(displayTextPicture)] call FUNC(addEventhandler);
["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition); ["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition);
["isNotInside", {_this select 0 == _this select 1 || {vehicle (_this select 0) == _this select 0}}] call FUNC(addCanInteractWithCondition); ["isNotInside", {
// Players can always interact with himself if not boarded
vehicle (_this select 0) == (_this select 0) ||
// Players can always interact with his vehicle
{vehicle (_this select 0) == (_this select 1)} ||
// Players can always interact with passengers of the same vehicle
{!((_this select 0) isEqualTo (_this select 1)) && {vehicle (_this select 0) == vehicle (_this select 1)}}
}] call FUNC(addCanInteractWithCondition);

View File

@ -4,13 +4,11 @@
ADDON = false; ADDON = false;
// ACE Common Function // ACE Common Function
PREP(addActionEventHandler);
PREP(addActionMenuEventHandler);
PREP(addCanInteractWithCondition); PREP(addCanInteractWithCondition);
PREP(addLineToDebugDraw); PREP(addLineToDebugDraw);
PREP(addMapMarkerCreatedEventHandler);
PREP(addScrollWheelEventHandler);
PREP(addSetting); PREP(addSetting);
PREP(addToInventory);
PREP(adminKick); PREP(adminKick);
PREP(ambientBrightness); PREP(ambientBrightness);
PREP(applyForceWalkStatus); PREP(applyForceWalkStatus);
@ -55,20 +53,15 @@ PREP(fixPosition);
PREP(getAllDefinedSetVariables); PREP(getAllDefinedSetVariables);
PREP(getAllGear); PREP(getAllGear);
PREP(getCaptivityStatus); PREP(getCaptivityStatus);
PREP(getConfigCommander);
PREP(getConfigGunner);
PREP(getDeathAnim); PREP(getDeathAnim);
PREP(getDefaultAnim); PREP(getDefaultAnim);
PREP(getDefinedVariable); PREP(getDefinedVariable);
PREP(getDefinedVariableDefault); PREP(getDefinedVariableDefault);
PREP(getDefinedVariableInfo); PREP(getDefinedVariableInfo);
PREP(getDoorTurrets);
PREP(getFirstObjectIntersection); PREP(getFirstObjectIntersection);
PREP(getFirstTerrainIntersection); PREP(getFirstTerrainIntersection);
PREP(getForceWalkStatus); PREP(getForceWalkStatus);
PREP(getGunner); PREP(getGunner);
PREP(getHitPoints);
PREP(getHitPointsWithSelections);
PREP(getInPosition); PREP(getInPosition);
PREP(getMarkerType); PREP(getMarkerType);
PREP(getName); PREP(getName);
@ -80,25 +73,13 @@ PREP(getStringFromMissionSQM);
PREP(getTargetAzimuthAndInclination); PREP(getTargetAzimuthAndInclination);
PREP(getTargetDistance); PREP(getTargetDistance);
PREP(getTargetObject); PREP(getTargetObject);
PREP(getTurretCommander);
PREP(getTurretConfigPath);
PREP(getTurretCopilot);
PREP(getTurretGunner);
PREP(getTurretIndex);
PREP(getTurrets);
PREP(getTurretsFFV);
PREP(getTurretsOther);
PREP(getUavControlPosition); PREP(getUavControlPosition);
PREP(getVehicleCargo); PREP(getVehicleCargo);
PREP(getVehicleCodriver); PREP(getVehicleCodriver);
PREP(getVehicleCrew);
PREP(getVersion); PREP(getVersion);
PREP(getWeaponAzimuthAndInclination); PREP(getWeaponAzimuthAndInclination);
PREP(getWeaponIndex); PREP(getWeaponIndex);
PREP(getWeaponModes);
PREP(getWeaponMuzzles);
PREP(getWeaponState); PREP(getWeaponState);
PREP(getWeaponType);
PREP(getWindDirection); PREP(getWindDirection);
PREP(goKneeling); PREP(goKneeling);
PREP(hadamardProduct); PREP(hadamardProduct);
@ -141,11 +122,7 @@ PREP(progressBar);
PREP(queueAnimation); PREP(queueAnimation);
PREP(readSettingFromModule); PREP(readSettingFromModule);
PREP(receiveRequest); PREP(receiveRequest);
PREP(removeActionEventHandler);
PREP(removeActionMenuEventHandler);
PREP(removeCanInteractWithCondition); PREP(removeCanInteractWithCondition);
PREP(removeMapMarkerCreatedEventHandler);
PREP(removeScrollWheelEventHandler);
PREP(removeSpecificMagazine); PREP(removeSpecificMagazine);
PREP(requestCallback); PREP(requestCallback);
PREP(resetAllDefaults); PREP(resetAllDefaults);
@ -188,6 +165,32 @@ PREP(useItem);
PREP(useMagazine); PREP(useMagazine);
PREP(waitAndExecute); PREP(waitAndExecute);
// config items
PREP(getConfigType);
PREP(getItemType);
PREP(getWeaponType);
PREP(getWeaponModes);
PREP(getWeaponMuzzles);
// config objects
PREP(getConfigTypeObject);
PREP(getConfigGunner);
PREP(getConfigCommander);
PREP(getHitPoints);
PREP(getHitPointsWithSelections);
PREP(getVehicleCrew);
// turrets
PREP(getTurrets);
PREP(getTurretIndex);
PREP(getTurretConfigPath);
PREP(getTurretGunner);
PREP(getTurretCommander);
PREP(getTurretCopilot);
PREP(getDoorTurrets);
PREP(getTurretsFFV);
PREP(getTurretsOther);
// ACE_Debug // ACE_Debug
PREP(exportConfig); PREP(exportConfig);
PREP(getChildren); PREP(getChildren);
@ -195,6 +198,7 @@ PREP(getDisplayConfigName);
PREP(log); PREP(log);
PREP(logControls); PREP(logControls);
PREP(logDisplays); PREP(logDisplays);
PREP(logModEntries);
PREP(monitor); PREP(monitor);
PREP(showUser); PREP(showUser);
@ -217,6 +221,17 @@ PREP(localEvent);
PREP(removeEventHandler); PREP(removeEventHandler);
PREP(removeAlLEventHandlers); PREP(removeAlLEventHandlers);
// other eventhandlers
PREP(addActionEventHandler);
PREP(addActionMenuEventHandler);
PREP(addScrollWheelEventHandler);
PREP(addMapMarkerCreatedEventHandler);
PREP(removeActionEventHandler);
PREP(removeActionMenuEventHandler);
PREP(removeScrollWheelEventHandler);
PREP(removeMapMarkerCreatedEventHandler);
// hashes // hashes
PREP(hashCreate); PREP(hashCreate);
PREP(hashSet); PREP(hashSet);

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@ -0,0 +1,101 @@
/*
* Author: Garth 'L-H' de Wet
* Adds an item,weapon,magazine to the unit's inventory
* or places it in a weaponHolder if no space.
*
* Arguments:
* 0: Unit (OBJECT)
* 1: Classname (String)
* 2: Container (String, Optional) uniform, vest, backpack
*
* Return Value:
* Array:
* 0: Added to player (Bool)
* 1: weaponholder (OBJECT)
*
* Public: Yes
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_classname);
private "_addedToPlayer";
private "_container";
private "_canAdd";
private "_type";
_canAdd = false;
_addedToPlayer = true;
if((count _this) > 2) then {
_container = _this select 2;
} else {
_container = nil;
};
_type = [_classname] call EFUNC(common,getItemType);
if(!isNil "_container") then {
switch (_container) do {
case "vest": { _canAdd = _unit canAddItemToVest _classname; };
case "backpack": { _canAdd = _unit canAddItemToBackpack _classname; };
case "uniform": { _canAdd = _unit canAddItemToUniform _classname; };
};
} else {
_container = "";
_canAdd = _unit canAdd _classname;
};
switch ((_type select 0)) do {
case "weapon": {
if (_canAdd) then {
switch (_container) do {
case "vest": { (vestContainer _unit) addWeaponCargoGlobal [_classname, 1]; };
case "backpack": { (backpackContainer _unit) addWeaponCargoGlobal [_classname, 1]; };
case "uniform": { (uniformContainer _unit) addWeaponCargoGlobal [_classname, 1]; };
default { _unit addWeaponGlobal _classname; };
};
} else {
_addedToPlayer = false;
_pos = _unit modelToWorld [0,1,0.05];
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
_unit addWeaponCargoGlobal [_classname,1];
_unit setPosATL _pos;
};
};
case "magazine": {
if (_canAdd) then {
switch (_container) do {
case "vest": { (vestContainer _unit) addMagazineCargoGlobal [_classname, 1]; };
case "backpack": { (backpackContainer _unit) addMagazineCargoGlobal [_classname, 1]; };
case "uniform": { (uniformContainer _unit) addMagazineCargoGlobal [_classname, 1]; };
default { _unit addMagazineGlobal _classname; };
};
} else {
_addedToPlayer = false;
_pos = _unit modelToWorld [0,1,0.05];
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
_unit addMagazineCargoGlobal [_classname, 1];
_unit setPosATL _pos;
};
};
case "item": {
if (_canAdd) then {
switch (_container) do {
case "vest": { _unit addItemToVest _classname; };
case "backpack": { _unit addItemToBackpack _classname; };
case "uniform": { _unit addItemToUniform _classname; };
default { _unit addItem _classname; };
};
} else {
_addedToPlayer = false;
_pos = _unit modelToWorld [0,1,0.05];
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
_unit addItemCargoGlobal [_classname,1];
_unit setPosATL _pos;
};
};
default {diag_log format ["ACE: Incorrect item type passed to %1, passed: %2",QFUNC(AddToInventory),_type];};
};
[_addedToPlayer,_unit]

View File

@ -0,0 +1,24 @@
/*
* Author: commy2
*
* What kind of Cfg is the item. Works for CfgMagaines, CfgWeapons and CfgGlasses
*
* Argument:
* 0: A item's classname. (String)
*
* Return value:
* CfgWhatever (String)
*/
#include "script_component.hpp"
private "_item";
_item = _this select 0;
if (isClass (configFile >> "CfgWeapons" >> _item)) exitWith {"CfgWeapons"};
if (isClass (configFile >> "CfgMagazines" >> _item)) exitWith {"CfgMagazines"};
if (isClass (configFile >> "CfgGlasses" >> _item)) exitWith {"CfgGlasses"};
""

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@ -0,0 +1,22 @@
/*
* Author: commy2
*
* What kind of Cfg is the object. Works for CfgVehicles and CfgAmmo
*
* Argument:
* 0: An object's classname. (String)
*
* Return value:
* CfgWhatever (String)
*/
#include "script_component.hpp"
private "_object";
_object = _this select 0;
if (isClass (configFile >> "CfgVehicles" >> _object)) exitWith {"CfgVehicles"};
if (isClass (configFile >> "CfgAmmo" >> _object)) exitWith {"CfgAmmo"};
""

View File

@ -16,6 +16,8 @@ private ["_vehicle", "_weapon"];
_vehicle = _this select 0; _vehicle = _this select 0;
_weapon = _this select 1; _weapon = _this select 1;
if (gunner _vehicle == _vehicle && {_weapon in weapons _vehicle}) exitWith {gunner _vehicle};
private "_gunner"; private "_gunner";
_gunner = objNull; _gunner = objNull;
@ -23,6 +25,6 @@ _gunner = objNull;
if (_weapon in (_vehicle weaponsTurret _x)) exitWith { if (_weapon in (_vehicle weaponsTurret _x)) exitWith {
_gunner = _vehicle turretUnit _x; _gunner = _vehicle turretUnit _x;
}; };
} forEach allTurrets _vehicle; } forEach allTurrets [_vehicle, true];
_gunner _gunner

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@ -0,0 +1,83 @@
/*
* Author: commy2
*
* What kind of item is given classname
*
* Argument:
* 0: Classname of a item. (String)
*
* Return value:
* Item type. (Array)
* 0: "weapon", "item", "magazine" or "" (String)
* 1: A description of the item (e.g. "primary" for a weapon or "vest" for a vest item)
*
*/
#include "script_component.hpp"
private "_item";
_item = _this select 0;
_cfgType = [_item] call FUNC(getConfigType);
if (_cfgType == "") exitWith {["",""]};
if (_cfgType == "CfgGlasses") exitWith {["item","glasses"]};
private ["_config", "_type"];
_config = configFile >> _cfgType >> _item;
_type = getNumber (_config >> "type");
if (isNumber (_config >> "ItemInfo" >> "type")) then {
_type = getNumber (_config >> "ItemInfo" >> "type");
};
private "_default";
_default = ["item", "magazine"] select (_cfgType == "CfgMagazines");
switch (true) do {
case (_type == 0): {[_default,"unknown"]};
case (_type == 2^0): {["weapon","primary"]};
case (_type == 2^1): {["weapon","handgun"]};
case (_type == 2^2): {["weapon","secondary"]};
case (_type < 2^4): {["weapon","unknown"]};
case (_type == 2^4): {["magazine","handgun"]}; // handgun
case (_type == 2^8): {["magazine","primary"]}; // rifle
case (_type == 2^9): {["magazine","secondary"]}; // rpg, mg, mines
//case (_type < 2^11): {["magazine","unknown"]};
case (_type == 101): {["item","muzzle"]};
case (_type == 201): {["item","optics"]};
case (_type == 301): {["item","flashlight"]};
case (_type == 302): {["item","under"]}; // czech for bipod item
case (_type == 401): {["item","first_aid_kit"]};
case (_type == 501): {["item","fins"]}; // not implemented
case (_type == 601): {["item","breathing_bomb"]}; // not implemented
case (_type == 603): {["item","goggles"]};
case (_type == 604): {["item","scuba"]}; // not implemented
case (_type == 605): {["item","headgear"]};
case (_type == 611): {["item","radio"]};
case (_type == 616): {["item","hmd"]};
case (_type == 617): {["item","binocular"]};
case (_type == 619): {["item","medikit"]};
case (_type == 620): {["item","toolkit"]};
case (_type == 621): {["item","uav_terminal"]};
case (_type == 701): {["item","vest"]};
case (_type == 801): {["item","uniform"]};
case (_type == 2^12): {
switch (toLower getText (_config >> "simulation")) do {
case ("weapon"): {["weapon","binocular"]};
case ("binocular"): {["weapon","binocular"]};
case ("nvgoggles"): {["item","nvgoggles"]};
case ("itemminedetector"): {["item","minedetector"]};
default {[_default,"unknown"]};
};
};
case (_type == 2^16): {["weapon","vehicle"]};
case (_type == 2^17): {[_default,"unknown"]}; // ???
default {[_default,"unknown"]};
};

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@ -0,0 +1,17 @@
// by commy2
private ["_configs", "_entries"];
_configs = "true" configClasses (configFile >> _this);
_entries = [];
{
{
_name = toLower configName _x;
if !(_name in _entries) then {
diag_log text _name;
_entries pushBack _name;
};
} forEach configProperties [_x, "toLower configName _x find 'ace' == 0", false];
} forEach _configs;

View File

@ -3,7 +3,7 @@
["ACE3", QGVAR(lazeTarget), localize "STR_ACE_FCS_LaseTarget", ["ACE3", QGVAR(lazeTarget), localize "STR_ACE_FCS_LaseTarget",
{ {
// Conditions: canInteract // Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false}; if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific // Conditions: specific
if !((!GVAR(enabled) && FUNC(canUseFCS)) || FUNC(canUseRangefinder)) exitWith {false}; if !((!GVAR(enabled) && FUNC(canUseFCS)) || FUNC(canUseRangefinder)) exitWith {false};
@ -20,7 +20,7 @@
GVAR(isDownStateKey1) = false; GVAR(isDownStateKey1) = false;
// Conditions: canInteract // Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false}; if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific // Conditions: specific
if !(GVAR(enabled) && FUNC(canUseFCS)) exitWith {false}; if !(GVAR(enabled) && FUNC(canUseFCS)) exitWith {false};
@ -33,7 +33,7 @@
["ACE3", QGVAR(adjustRangeUp), localize "STR_ACE_FCS_AdjustRangeUp", ["ACE3", QGVAR(adjustRangeUp), localize "STR_ACE_FCS_AdjustRangeUp",
{ {
// Conditions: canInteract // Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false}; if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific // Conditions: specific
if !(call FUNC(canUseRangefinder) || FUNC(canUseFCS)) exitWith {false}; if !(call FUNC(canUseRangefinder) || FUNC(canUseFCS)) exitWith {false};
@ -47,7 +47,7 @@
["ACE3", QGVAR(adjustRangDown), localize "STR_ACE_FCS_AdjustRangeDown", ["ACE3", QGVAR(adjustRangDown), localize "STR_ACE_FCS_AdjustRangeDown",
{ {
// Conditions: canInteract // Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false}; if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific // Conditions: specific
if !(call FUNC(canUseRangefinder) || FUNC(canUseFCS)) exitWith {false}; if !(call FUNC(canUseRangefinder) || FUNC(canUseFCS)) exitWith {false};

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@ -43,7 +43,7 @@ _recurseFnc = {
if (_condition == "") then {_condition = "true"}; if (_condition == "") then {_condition = "true"};
// Add canInteract (including exceptions) and canInteractWith to condition // Add canInteract (including exceptions) and canInteractWith to condition
_condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, objNull, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")]; _condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, _target, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
_insertChildren = compile (getText (_entryCfg >> "insertChildren")); _insertChildren = compile (getText (_entryCfg >> "insertChildren"));
@ -79,18 +79,29 @@ _recurseFnc = {
private "_actionsCfg"; private "_actionsCfg";
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions"; _actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
private ["_baseDisplayName", "_baseIcon"];
_baseDisplayName = "";
_baseIcon = "";
if (_objectType isKindOf "CAManBase") then {
_baseDisplayName = "Self Actions";
_baseIcon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
} else {
_baseDisplayName = getText (configFile >> "CfgVehicles" >> _objectType >> "displayName");
_baseIcon = getText (configFile >> "CfgVehicles" >> _objectType >> "Icon");
};
// Create a master action to base on self action // Create a master action to base on self action
_actions = [ _actions = [
[ [
[ [
"ACE_SelfActions", "ACE_SelfActions",
"Self Actions", _baseDisplayName,
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa", _baseIcon,
{ {
// Dummy statement so it's not collapsed when there's no available actions // Dummy statement so it's not collapsed when there's no available actions
true true
}, },
{[ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)}, {[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)},
{}, {},
[], [],
"Spine3", "Spine3",

View File

@ -15,6 +15,10 @@
// Exit if there's no menu opened // Exit if there's no menu opened
if (GVAR(openedMenuType) < 0) exitWith {true}; if (GVAR(openedMenuType) < 0) exitWith {true};
if (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]) then {
closeDialog 0;
};
if(GVAR(actionSelected)) then { if(GVAR(actionSelected)) then {
this = GVAR(selectedTarget); this = GVAR(selectedTarget);
@ -40,10 +44,6 @@ GVAR(keyDown) = false;
GVAR(keyDownSelfAction) = false; GVAR(keyDownSelfAction) = false;
GVAR(openedMenuType) = -1; GVAR(openedMenuType) = -1;
if (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]) then {
closeDialog 0;
};
GVAR(expanded) = false; GVAR(expanded) = false;
GVAR(lastPath) = []; GVAR(lastPath) = [];
GVAR(menuDepthPath) = []; GVAR(menuDepthPath) = [];